
seebs |
15 people marked this as FAQ candidate. Answered in the FAQ. |
"Temporary Bonuses: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense."
So...
Carrying capacity: Not affected.
Amount you can lift: Since this is derived from carrying capacity, also not affected.
Strength checks which are not skill checks: Not affected.
Interestingly, this also applies to temporary decreases; apparently, ray of enfeeblement or whatever doesn't reduce the amount of stuff you can carry.
What bugs me here is just scale. Say you're a level 20 barbarian with a base strength of only 17. You can carry 260 pounds, and can hold 520 pounds over your head briefly. Now say you go into rage and someone casts bull's strength on you (giving +8 morale and +4 enhancement to strength). Your strength is now 29. Someone with an actual strength of 29 can carry 1,400 pounds, or lift 2,800 pounds temporarily. But you can't. You're still limited to lifting 520 pounds temporarily, because the modifiers are temporary.
Is this really intentional? It makes some sense not to constantly update encumbrance ratings and whatnot, but I would think that things like "what you can lift over your head" ought to consistently reflect your current strength, temporary or otherwise.

seebs |
1 person marked this as a favorite. |
master_marshmallow wrote:Neat. Are there any faqs about this?No need for a FAQ - there's really no disagreement about how the rules work, it's just that many people haven't read them and continue to use either intuitive guesses or 3.5 rules.
There's some room for disagreement as to whether the way the rules work is intentional. Sometimes, the people writing a given hunk of rules text just didn't think about that.

Ilja |

When it comes to not affecting carrying capacity, I believe this is very much the intent, to reduce bookkeeping. I don't agree with it and don't use it in my game, but I think it's by design.
When it comes to not affecting the DC of supernatural etc abilities however, it may very well be overlooked.
seebs wrote:You want the devs to change the existing rules because they produce bad results? Good luck with that.
There's some room for disagreement as to whether the way the rules work is intentional. Sometimes, the people writing a given hunk of rules text just didn't think about that.
There's a difference between asking to change a rule because you don't like it, and asking if the rules are meant to be the way they are. For an obvious example, look at prone shooter before the errata: It didn't do zilch. That was clearly not the intent of the rules, and when the devs where made aware of the feats uselessness, they changed it.

Kazaan |
There are other items that increase your carrying capacity; Masterwork Backpack and Muleback Cords come to mind. It seems quite intentional that temporary effects don't have far-reaching bonuses; there needs to be something to differentiate them from permanent effects. Wear a Belt of Strength for whatever period of time and the Str bonus becomes permanent; at that point, you do get increased carrying capacity, enhanced raw strength checks, etc.

Forseti |
2 people marked this as a favorite. |

The rules for temporary bonuses can get downright weird at times, and do come with some consequences that I can't believe are intended.
As for the latter, consider the Alchemist: practically every class feature depends on intelligence, yet temporary changes (bonuses, penalties, damage) don't impact them at all.
As for the former, consider temporary dexterity bonuses vs. permanent ones, for example. When you've lost your dexterity bonus to AC for some reason, you lose the advantage of your permanent dexterity bonus along with your regular dexterity bonus, because it's part of that. Temporary bonuses still do provide a bonus to AC though. This means that a belt of incredible dexterity will perform better in that situation during the first 24 hours you wear it. Downright weird.
The more counterintuitive consequences of these rules are house ruled into shape in my playing circle.

thejeff |
19 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite. |
So a witch with Fox's Cunning does not increase the DC of her hexes? Huh. Live and learn.
Now, that's probably worth FAQing:
Temporary increases to your Intelligence/Wisdom/Charisma score give you a bonus on Intelligence/Wisdom/Charisma-based skill checks. This bonus also applies to any spell DCs based on Intelligence/Wisdom/Charisma.
Should this bonus also apply to other, non-spell, ability based DCs? Hexes, domain, bloodline or school powers, various Alchemist powers, etc.
How about other bonuses to classes that are able to use non-standard abilities as bonuses to attack, damage, AC, initiative, etc?
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2 people marked this as FAQ candidate. |

On the other hand it can work in your favour. Say a character has a Dexterity of 18 (+4) but is wearing Chainmail (Max Dex Bonus of +2) and is affected by a Cat's Grace spell giving a +4 Dexterity Bonus. In this instance the character would get a +2 to AC even with the armour (so AC would be 10 + 2 of Dex Bonus +2 from Cat's Grace + 6 for chainmail = 20).
The way temporary bonuses work in Pathfinder, they don't increase Dexterity but instead provide a bonus to Dexterity related stats including AC.
But make that spell permanent and after 24 hours the bonus to AC would be gone as then you have Dex of 22 and a Dex bonus of +6 which is then limited by the armour (so AC would be 10 + 2 of Dex Bonus +6 for chainmail = 18).

thejeff |
Don't forget that the same applies to ability damage, not just to ability bonuses. As the rules stand, the DC of hexes, spell-like abilities, and similar things don't change at all no matter how much ability damage you take, even though the DCs for spells (and channel energy) do.
Oddly, ability damage drops the Channel Energy DC, but temporary bonuses don't boost it.

Are |

Oddly, ability damage drops the Channel Energy DC, but temporary bonuses don't boost it.
Yes, they do. One of the bonuses granted by a temporary increase to Charisma is to increase the channel energy DC.
That is, however, the only such case listed, even though there is a variety of spell-like abilities and other abilities that have DCs within the Core Rulebook.

Are |

Hopefully the FAQ-label in this thread can lead to SKR's thoughts making it into the official FAQ.
While it doesn't make much of a difference for me personally, considering I already run it the same way he suggests, it would be helpful to have something official to point to when people ask for advice.

seebs |
You want the devs to change the existing rules because they produce bad results? Good luck with that.
No, I want to find out whether the existing rules are actually what they intended -- and as SKR's post linked later in the thread reveals, the answer is apparently "no".
The key goal appears to be that things like "times per day you can use channel energy" don't get affected by temporary buffs.

Rerednaw |
I did not realize this until it came up in a game.
It came up last night when our party barbarian was buffed. He was using the old math and the GM pointed that out. I looked at the pregenerated barbarian Amiri and her +4 str from rage gave her +3 damage on her 2H weapon damage, but the rules section by RAW meant that was incorrect as well.
So it looks like two-weapon fighting is nicer at least lower levels when permanent modifiers are not available (especially in Society play.)

Kazaan |
I did not realize this until it came up in a game.
It came up last night when our party barbarian was buffed. He was using the old math and the GM pointed that out. I looked at the pregenerated barbarian Amiri and her +4 str from rage gave her +3 damage on her 2H weapon damage, but the rules section by RAW meant that was incorrect as well.
So it looks like two-weapon fighting is nicer at least lower levels when permanent modifiers are not available (especially in Society play.)
I'd say that's slightly incorrect. If you have a base Str of 16 (+3 mod), your bonus to damage based on Str is +3 and wielding a 2-h weapon or a 1-h weapon with 2 hands increases your Str bonus to damage by 50%. Getting a temporary bonus of +4 Str adds +2 to your Str bonus to damage... which then still gets buffed by 50% by 2-h mechanics. So the player was correct in this scenario and the GM was out of line. That's a paddlin'.

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1 person marked this as FAQ candidate. |

I looked at the pregenerated barbarian Amiri and her +4 str from rage gave her +3 damage on her 2H weapon damage, but the rules section by RAW meant that was incorrect as well.
Good spot! I knew about several of the problems that stem from how ability bonuses and penalties are handled in PF but this is a new one - by RAW you get half the Ability Bonus as a bonus to the damage roll, whether you are using an off hand weapon, one handed weapon or two handed weapon.
So, in D&D 3.5 a character with Strength 14 under the effect of a Bull's Strength spell (+4 enhancement bonus to Strength) would have the following damage modifiers:
Longsword in offhand: d8+2 (str of 18/+4 halved)
Longsword in man hand: d8+4 (str of 18/+4)
Longsword used two handed: d8+6 (str of 18/+4 x1.5)
Whereas in PF that is:
Longsword in offhand: d8+3 (str of 14/+2, halved, +2 for Bull's Strength)
Longsword in man hand: d8+4 (str of 14/+2 +2 for Bull's Strength)
Longsword used two handed: d8+5 (str of 14/+2, x1.5, +2 for Bull's Strength)
So yeah, the PF way is better for two-weapon fighters! :)

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Getting a temporary bonus of +4 Str adds +2 to your Str bonus to damage... which then still gets buffed by 50% by 2-h mechanics. So the player was correct in this scenario and the GM was out of line. That's a paddlin'.
I believe Rerednaw is correct actually (see my example above), a +4 Strength bonus applies a +2 to Damage rolls - that's it, nothing more, nothing less. It does not apply a +2 to your Strength Modifier for determining Damage bonus to Damage rolls.
Ability Score Bonuses
Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses. For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability.Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.

Kazaan |
Kazaan wrote:Getting a temporary bonus of +4 Str adds +2 to your Str bonus to damage... which then still gets buffed by 50% by 2-h mechanics. So the player was correct in this scenario and the GM was out of line. That's a paddlin'.I believe Rerednaw is correct actually (see my example above), a +4 Strength bonus applies a +2 to Damage rolls - that's it, nothing more, nothing less. It does not apply a +2 to your Strength Modifier for determining Damage bonus to Damage rolls.
PRD wrote:Ability Score Bonuses
Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses. For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability.Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.
Occam's Razor... all things being equal, the simplest solution should be taken. We have two possible situations here:
1) Ability Bonus to Str adds to the damage bonus provided by Str, which is then modified by the off-hand/two-handed factors.
2) Ability Bonus to Str adds an untyped damage bonus separate from Str bonus which is not affected by off-hand/two-handed factors.
Both are equally plausible. However, stat blocks show that Paizo officially uses the first method. Therefore, that should be presumed to be the correct method. Your beliefs are inconsequential in the face of actual evidence.

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This situation actually happened.
My wizard got cut off from the party and got locked behind a portcullis. Without Disable Device, my one way to escape was a Strength check to force it open, but with a DC 25, not even Taking 20 let me do it.
Fortunately, I had Bull's Strength prepared, so I cast it on myself and became "temporarily strong" enough to lift that darned gate.
Except now I realize Bull's Strength doesn't make you stronger, as it doesn't affect Strength checks.
I'm cool with Carrying Capacity not being affected, for bookkeeping peace. But Ability Checks...
RAW are clear. But I'll FAQ because I have the feeling that this wasn't the intention.

Ilja |

Ilja wrote:When the RAI is so blatantly obvious, why even care if the RAWiest RAWy-RAW can be interpreted in another way? That way lies "dead people can act normally".They can... and they prefer to be referred to as Undead Americans.
Oh I didn't mean undead. I meant dead. As in, the rules doesn't prevent you from acting while dead unless you where unconscious before dying (unconsciousness prevents acting). If you die of say constitution damage or a death effect, or damage so large you go from positive HP to dead in a single blow, by RAW you can still act normally. But that was mostly a side note.
What I meant in this circumstance was:
When the text specify you add the bonus to damage if it's strength based, and there are published examples of altering the damage bonus based on twohandedness, it is crystal clear that the intent is to treat the bonus as if it had come from a higher strength modifier.

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Occam's Razor... all things being equal, the simplest solution should be taken. We have two possible situations here:
1) Ability Bonus to Str adds to the damage bonus provided by Str, which is then modified by the off-hand/two-handed factors.
2) Ability Bonus to Str adds an untyped damage bonus separate from Str bonus which is not affected by off-hand/two-handed factors.
Both are equally plausible. However, stat blocks show that Paizo officially uses the first method. Therefore, that should be presumed to be the correct method. Your beliefs are inconsequential in the face of actual evidence.
Actual Evidence? The RAW ruling supports method 2, does that count as evidence? Now if there is a disparity between the RAW and the examples, you believe the examples should take precedent. Me? If the examples are different I think it makes it FAQ worthy at most.
But seriously why the hell didn't Paizo just keep ability bonuses, penalties and damage working as they did in 3.5 rather than try to change it in the hopes of helping with book keeping but actually causing many other issues and then making out that the RAI isn't what they meant by the changes but is actually how 3.5 should work?
Its one of the reasons I still prefer 3.5 over PF.

thejeff |
Which, unfortunately, leads to having to list the things you get with the temporary boosts, which means some things get left out, particularly as new powers are added and tied to stats. Or simply because an exhaustive list would be huge.
From SKR's comments, linked above, it seems the intent is that nearly everything except "uses per X" should be affected by temporary bonuses/penalties.

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DigitalMage wrote:Reading. Honestly, kids these days.
Actual Evidence?...
I am not sure whether you are trying to be smart, be insulting, make yourself feel superior or something else, but I noticed that you didn't actually answer my question.
You cite stat blocks as "actual evidence" that the RAI is that temporary Strength bonuses should be considered a bonus to Strength for determining damage bonuses (i.e. your method 1).
I asked whether the RAW count as "actual evidence" for method 2 i.e. that "Temporary increases to your Strength score give you a bonus on [...] weapon damage rolls" (that is a quote of RAW BTW), i.e. its an untyped bonus to Damage.
So, do you simply discount the RAW (despite it being fairly explicit IMHO) in favour of some stat blocks? Or could you at least see that there is a conflict between RAW and stat blocks, and therefore that it is worthy of a FAQ?

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They don't want us swapping items that boost stats and immediately getting all of the benefits. That is why the rule is the way it is.
Ironically though, for some situations it actually makes temporary bonuses better than permanent bonuses, e.g. Temporary Dexterity Bonus enhances AC even if armour's Max Dex bonus would prevent a Permanent Dexterity Bonus having an effect.
Overall, it just seems to produce so many inconsistencies and weird situations that it seems more trouble than it is worth (to me at least).

Ilja |

It was a bad call of them to change how bonuses work so much. It was an understandable call, and I can't blame them for not foreseeing the consequences (and some things have been made simpler) but it was still a bad call.
I think it could have been a good call, if they instead of making a list of what it affects said "it works like an increased strength except" and then had a list of what it _doesn't_ affect.
That way the default would be that it works like a strength bonus and like 95% of the issues would be solved.

thejeff |
Kazaan wrote:DigitalMage wrote:Reading. Honestly, kids these days.
Actual Evidence?...I am not sure whether you are trying to be smart, be insulting, make yourself feel superior or something else, but I noticed that you didn't actually answer my question.
You cite stat blocks as "actual evidence" that the RAI is that temporary Strength bonuses should be considered a bonus to Strength for determining damage bonuses (i.e. your method 1).
I asked whether the RAW count as "actual evidence" for method 2 i.e. that "Temporary increases to your Strength score give you a bonus on [...] weapon damage rolls" (that is a quote of RAW BTW), i.e. its an untyped bonus to Damage.
So, do you simply discount the RAW (despite it being fairly explicit IMHO) in favour of some stat blocks? Or could you at least see that there is a conflict between RAW and stat blocks, and therefore that it is worthy of a FAQ?
So do SKR's comments count?
I think it's pretty clear from that what the intent is.

wraithstrike |

wraithstrike wrote:They don't want us swapping items that boost stats and immediately getting all of the benefits. That is why the rule is the way it is.Ironically though, for some situations it actually makes temporary bonuses better than permanent bonuses, e.g. Temporary Dexterity Bonus enhances AC even if armour's Max Dex bonus would prevent a Permanent Dexterity Bonus having an effect.
Overall, it just seems to produce so many inconsistencies and weird situations that it seems more trouble than it is worth (to me at least).
I agree. I never saw the abuse they saw, but it does work like the book says. It is not an error.

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It was a bad call of them to change how bonuses work so much. It was an understandable call, and I can't blame them for not foreseeing the consequences (and some things have been made simpler) but it was still a bad call.
I think it could have been a good call, if they instead of making a list of what it affects said "it works like an increased strength except" and then had a list of what it _doesn't_ affect.
That way the default would be that it works like a strength bonus and like 95% of the issues would be solved.
I pretty much agree with all of this - Paizo's intent was good, but implementation is what caused the issues.

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So do SKR's comments count?
I think it's pretty clear from that what the intent is.
If SKR is the designer who wrote that section, or has consulted with that designer and is speaking on their behalf, then I guess it would be clear what the RAI are. If that is the case however it deserves errata because RAI does not align with RAW.
And I think this comes to part of the problem - Paizo isn't a single person, there are several designers and writers and I think some misinterpret or aren't aware of some of the changes other designers have made to the 3.5 ruleset (or aren't aware of changes during editing) and so you end up with stat blocks that don't use the RAW, but what that particular designer believes RAI is.
The 3.x ruleset is a large, complicated and interrelated beast and if you change one small piece it will likely have consequences elsewhere, when you make several such changes (e.g. Ability Penalties and changes to grappling) there are even greater consequences as the combinations of the changes cause other unforeseen issues.
So in short Paizo really took a number of chances with changing the 3.5 SRD rules and whilst they accounted for some consequences (getting rid of Cure Minor Wounds when making Cantrips At Will) there seem to be a lot more that they didn't.
Unfortunately Ability Penalties, Damage and Bonuses are used all over the rules (penalties when grappling, bonuses from spells, magic items etc) and so by choosing to change how they work Paizo inadvertently created ripples throughout the rules and overall I don't think the benefit anywhere near made up for the cost.

thejeff |
Isn't SKR the rules guy? I know James Jacobs isn't considered authoritative when speaking on rules, since he's the world design guy not the rules guy.
In SKR's post, he does say:
I spoke with Jason and he says that the Charisma section's failure to mention Cha-based saves that aren't spells (such as bard performance DCs) is an oversight and it should apply to Charisma-based DCs. Likewise, an Int boost affects Int-based DCs, and so on.
I don't know who made that particular rules change, but he isn't making an off-the-cuff answer here. And does it really matter what the intent of the original designer was, if Paizo as a whole is treating it a particular way now?
Other weirdnesses with the current RAW: Weapon Finesse and Agile/Dervish Dance: Temporary increases/damage to Strength affect your melee attack roll, even if you're using Dex to attack w/ Finesse. Temporary changes to Dex only affect ranged attack rolls not melee. Use a Belt of Dex and add Bull's Strength to get extra attack bonus on your finesse weapons.
Oddly, weapon damage rolls are only increased if they rely on Strength. There's no way to add to the damage of an Agile Weapon.

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So many things key off ability scores that ANY way you handle them is going to create illogical situations unless you've got exceptions built in to cover them.
That being said, like many people I find it far easier to treat temporary adjustments the same as permanent adjustments and deal with the conflicts created by that than vice versa.
Thus, I just house ruled away temporary increases being different and the '24 hour waiting period'. Ability changes impact everything immediately... at which point the only conflicts I've seen are with skill points (i.e. PCs shouldn't be able to get a couple ranks in any skill by temporarily boosting their Int), bonus spells per day (i.e. shouldn't temporarily gain or lose spells per day), and pre-requisites for feats and prestige classes (i.e. shouldn't be able to boost ability for a couple of minutes to qualify for a feat). However, each is easily handled with an exception.

thejeff |
For those arguing that their interpretation is right and the published stats in various Paizo products are wrong, I suggest raising it in the GM Reference thread for one of those products, preferably a recent one. That's most likely to get an official response. At least the module author tends to pay attention to those threads.
Maybe you'll educate him for future work. Maybe we'll get an errata or FAQ.

Cranefist |
1 person marked this as a favorite. |
I mean really, I've worked in two different game stores, ran and played in countless games all the way back to 2e and had retro sessions of 1e with older guys. I live in the midwest, in a town where gaming is big.
I have never, ever, even once in real life met someone who looked up an FAQ regarding how the game is played. Not 2e. Not 3e. Not Vampire or Mage. Not GURPS. Not Palladium. Certainly not PF. Not during an RPGA game. Not in the few PFS games I've played. If someone doesn't know something they make - it - up. I would never look at an FAQ for an RPG.
I mean, it is kinda cute / interesting to read what a paizo employee thinks, but when the rubber meets the road, no one cares.

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Some of you are kind of missing the part where it says that the bonus (or penalty in the event of damage) is added to the statistic being affected, not tacked on at the end of the computation.
So in the situation of an 18 STR, the +2 from bull's strength is added to the +4 modifier from the 18 STR giving a +6...then you account for off-hand or two-handed or whatever.

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Some of you are kind of missing the part where it says that the bonus (or penalty in the event of damage) is added to the statistic being affected, not tacked on at the end of the computation.
So in the situation of an 18 STR, the +2 from bull's strength is added to the +4 modifier from the 18 STR giving a +6...then you account for off-hand or two-handed or whatever.
It depends on whether you read the reference to adding to the statistic in context though.
For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability.
Emphasis is mine.
So we should look at what is listed with the relevant ability, in this case Strength...
Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.
For skills, its:
- Strength-based skill checksFor statistics, its:
- Melee Attack Rolls
- Weapon Damage Rolls (if they rely on Strength)
- CMB (if you are Small or larger)
- CMD
So, as the Strength Ability Modifier is not listed, I don't read it as included in what is referred to as "statistics". Weapon Damage Rolls are explicitly listed as a "statistic" and so by my reading of the RAW the bonus is applied to Weapon Damage Rolls unmodified by being off-hand or two handed.

thejeff |
So, as the Strength Ability Modifier is not listed, I don't read it as included in what is referred to as "statistics". Weapon Damage Rolls are explicitly listed as a "statistic" and so by my reading of the RAW the bonus is applied to Weapon Damage Rolls unmodified by being off-hand or two handed.
Again, if you really think this is RAW, raise the issue in a thread for a recent AP or better yet a PFS scenario where the figured stats don't match your reading. That's the best chance of getting a quick ruling.